| 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __SubMesh_H_ |
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| 30 | #define __SubMesh_H_ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | |
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| 34 | #include "OgreVertexIndexData.h" |
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| 35 | #include "OgreMaterial.h" |
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| 36 | #include "OgreRenderOperation.h" |
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| 37 | #include "OgreVertexBoneAssignment.h" |
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| 38 | #include "OgreProgressiveMesh.h" |
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| 39 | #include "OgreAnimationTrack.h" |
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| 40 | |
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| 41 | namespace Ogre { |
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| 42 | |
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| 43 | /** Defines a part of a complete mesh. |
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| 44 | @remarks |
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| 45 | Meshes which make up the definition of a discrete 3D object |
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| 46 | are made up of potentially multiple parts. This is because |
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| 47 | different parts of the mesh may use different materials or |
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| 48 | use different vertex formats, such that a rendering state |
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| 49 | change is required between them. |
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| 50 | @par |
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| 51 | Like the Mesh class, instatiations of 3D objects in the scene |
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| 52 | share the SubMesh instances, and have the option of overriding |
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| 53 | their material differences on a per-object basis if required. |
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| 54 | See the SubEntity class for more information. |
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| 55 | */ |
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| 56 | class _OgreExport SubMesh |
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| 57 | { |
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| 58 | friend class Mesh; |
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| 59 | friend class MeshSerializerImpl; |
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| 60 | friend class MeshSerializerImpl_v1_2; |
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| 61 | friend class MeshSerializerImpl_v1_1; |
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| 62 | public: |
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| 63 | SubMesh(); |
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| 64 | ~SubMesh(); |
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| 65 | |
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| 66 | |
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| 67 | /// Indicates if this submesh shares vertex data with other meshes or whether it has it's own vertices. |
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| 68 | bool useSharedVertices; |
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| 69 | |
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| 70 | /// The render operation type used to render this submesh |
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| 71 | RenderOperation::OperationType operationType; |
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| 72 | |
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| 73 | /** Dedicated vertex data (only valid if useSharedVertices = false). |
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| 74 | @remarks |
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| 75 | This data is completely owned by this submesh. |
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| 76 | @par |
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| 77 | The use of shared or non-shared buffers is determined when |
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| 78 | model data is converted to the OGRE .mesh format. |
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| 79 | */ |
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| 80 | VertexData *vertexData; |
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| 81 | |
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| 82 | /// Face index data |
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| 83 | IndexData *indexData; |
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| 84 | |
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| 85 | /** Dedicated index map for translate blend index to bone index (only valid if useSharedVertices = false). |
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| 86 | @remarks |
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| 87 | This data is completely owned by this submesh. |
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| 88 | @par |
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| 89 | We collect actually used bones of all bone assignments, and build the |
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| 90 | blend index in 'packed' form, then the range of the blend index in vertex |
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| 91 | data VES_BLEND_INDICES element is continuous, with no gaps. Thus, by |
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| 92 | minimising the world matrix array constants passing to GPU, we can support |
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| 93 | more bones for a mesh when hardware skinning is used. The hardware skinning |
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| 94 | support limit is applied to each set of vertex data in the mesh, in other words, the |
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| 95 | hardware skinning support limit is applied only to the actually used bones of each |
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| 96 | SubMeshes, not all bones across the entire Mesh. |
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| 97 | @par |
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| 98 | Because the blend index is different to the bone index, therefore, we use |
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| 99 | the index map to translate the blend index to bone index. |
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| 100 | @par |
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| 101 | The use of shared or non-shared index map is determined when |
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| 102 | model data is converted to the OGRE .mesh format. |
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| 103 | */ |
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| 104 | typedef std::vector<unsigned short> IndexMap; |
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| 105 | IndexMap blendIndexToBoneIndexMap; |
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| 106 | |
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| 107 | ProgressiveMesh::LODFaceList mLodFaceList; |
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| 108 | |
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| 109 | /** A list of extreme points on the submesh (optional). |
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| 110 | @remarks |
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| 111 | These points are some arbitrary points on the mesh that are used |
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| 112 | by engine to better sort submeshes by depth. This doesn't matter |
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| 113 | much for non-transparent submeshes, as Z-buffer takes care of invisible |
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| 114 | surface culling anyway, but is pretty useful for semi-transparent |
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| 115 | submeshes because the order in which transparent submeshes must be |
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| 116 | rendered cannot be always correctly deduced from entity position. |
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| 117 | @par |
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| 118 | These points are intelligently chosen from the points that make up |
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| 119 | the submesh, the criteria for choosing them should be that these points |
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| 120 | somewhat characterize the submesh outline, e.g. they should not be |
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| 121 | close to each other, and they should be on the outer hull of the submesh. |
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| 122 | They can be stored in the .mesh file, or generated at runtime |
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| 123 | (see generateExtremes ()). |
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| 124 | @par |
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| 125 | If this array is empty, submesh sorting is done like in older versions - |
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| 126 | by comparing the positions of the owning entity. |
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| 127 | */ |
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| 128 | std::vector<Vector3> extremityPoints; |
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| 129 | |
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| 130 | /// Reference to parent Mesh (not a smart pointer so child does not keep parent alive). |
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| 131 | Mesh* parent; |
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| 132 | |
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| 133 | /// Sets the name of the Material which this SubMesh will use |
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| 134 | void setMaterialName(const String& matName); |
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| 135 | const String& getMaterialName(void) const; |
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| 136 | |
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| 137 | /** Returns true if a material has been assigned to the submesh, otherwise returns false. |
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| 138 | */ |
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| 139 | bool isMatInitialised(void) const; |
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| 140 | |
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| 141 | /** Returns a RenderOperation structure required to render this mesh. |
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| 142 | @param |
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| 143 | rend Reference to a RenderOperation structure to populate. |
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| 144 | @param |
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| 145 | lodIndex The index of the LOD to use. |
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| 146 | */ |
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| 147 | void _getRenderOperation(RenderOperation& rend, ushort lodIndex = 0); |
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| 148 | |
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| 149 | /** Assigns a vertex to a bone with a given weight, for skeletal animation. |
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| 150 | @remarks |
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| 151 | This method is only valid after calling setSkeletonName. |
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| 152 | Since this is a one-off process there exists only 'addBoneAssignment' and |
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| 153 | 'clearBoneAssignments' methods, no 'editBoneAssignment'. You should not need |
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| 154 | to modify bone assignments during rendering (only the positions of bones) and OGRE |
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| 155 | reserves the right to do some internal data reformatting of this information, depending |
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| 156 | on render system requirements. |
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| 157 | @par |
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| 158 | This method is for assigning weights to the dedicated geometry of the SubMesh. To assign |
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| 159 | weights to the shared Mesh geometry, see the equivalent methods on Mesh. |
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| 160 | */ |
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| 161 | void addBoneAssignment(const VertexBoneAssignment& vertBoneAssign); |
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| 162 | |
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| 163 | /** Removes all bone assignments for this mesh. |
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| 164 | @par |
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| 165 | This method is for assigning weights to the dedicated geometry of the SubMesh. To assign |
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| 166 | weights to the shared Mesh geometry, see the equivalent methods on Mesh. |
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| 167 | */ |
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| 168 | void clearBoneAssignments(void); |
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| 169 | |
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| 170 | /// Multimap of verex bone assignments (orders by vertex index) |
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| 171 | typedef std::multimap<size_t, VertexBoneAssignment> VertexBoneAssignmentList; |
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| 172 | typedef MapIterator<VertexBoneAssignmentList> BoneAssignmentIterator; |
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| 173 | |
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| 174 | /** Gets an iterator for access all bone assignments. |
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| 175 | @remarks |
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| 176 | Only valid if this SubMesh has dedicated geometry. |
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| 177 | */ |
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| 178 | BoneAssignmentIterator getBoneAssignmentIterator(void); |
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| 179 | |
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| 180 | /** Must be called once to compile bone assignments into geometry buffer. */ |
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| 181 | void _compileBoneAssignments(void); |
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| 182 | |
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| 183 | typedef ConstMapIterator<AliasTextureNamePairList> AliasTextureIterator; |
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| 184 | /** Gets an constant iterator to access all texture alias names assigned to this submesh. |
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| 185 | |
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| 186 | */ |
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| 187 | AliasTextureIterator getAliasTextureIterator(void) const; |
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| 188 | /** Adds the alias or replaces an existing one and associates the texture name to it. |
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| 189 | @remarks |
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| 190 | The submesh uses the texture alias to replace textures used in the material applied |
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| 191 | to the submesh. |
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| 192 | @param |
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| 193 | aliasName is the name of the alias. |
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| 194 | @param |
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| 195 | textureName is the name of the texture to be associated with the alias |
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| 196 | |
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| 197 | */ |
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| 198 | void addTextureAlias(const String& aliasName, const String& textureName); |
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| 199 | /** Remove a specific texture alias name from the sub mesh |
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| 200 | @param |
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| 201 | aliasName is the name of the alias to be removed. If it is not found |
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| 202 | then it is ignored. |
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| 203 | */ |
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| 204 | void removeTextureAlias(const String& aliasName); |
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| 205 | /** removes all texture aliases from the sub mesh |
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| 206 | */ |
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| 207 | void removeAllTextureAliases(void); |
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| 208 | /** returns true if the sub mesh has texture aliases |
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| 209 | */ |
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| 210 | bool hasTextureAliases(void) const { return !mTextureAliases.empty(); } |
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| 211 | /** Gets the number of texture aliases assigned to the sub mesh. |
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| 212 | */ |
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| 213 | size_t getTextureAliasCount(void) const { return mTextureAliases.size(); } |
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| 214 | |
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| 215 | /** The current material used by the submesh is copied into a new material |
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| 216 | and the submesh's texture aliases are applied if the current texture alias |
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| 217 | names match those found in the original material. |
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| 218 | @remarks |
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| 219 | The submesh's texture aliases must be setup prior to calling this method. |
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| 220 | If a new material has to be created, the subMesh autogenerates the new name. |
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| 221 | The new name is the old name + "_" + number. |
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| 222 | @return |
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| 223 | True if texture aliases were applied and a new material was created. |
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| 224 | */ |
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| 225 | bool updateMaterialUsingTextureAliases(void); |
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| 226 | |
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| 227 | /** Get the type of any vertex animation used by dedicated geometry. |
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| 228 | */ |
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| 229 | VertexAnimationType getVertexAnimationType(void) const; |
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| 230 | |
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| 231 | /** Generate the submesh extremes (@see extremityPoints). |
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| 232 | @param count |
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| 233 | Number of extreme points to compute for the submesh. |
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| 234 | */ |
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| 235 | void generateExtremes(size_t count); |
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| 236 | |
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| 237 | protected: |
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| 238 | |
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| 239 | /// Name of the material this SubMesh uses. |
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| 240 | String mMaterialName; |
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| 241 | |
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| 242 | /// Is there a material yet? |
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| 243 | bool mMatInitialised; |
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| 244 | |
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| 245 | /// paired list of texture aliases and texture names |
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| 246 | AliasTextureNamePairList mTextureAliases; |
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| 247 | |
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| 248 | VertexBoneAssignmentList mBoneAssignments; |
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| 249 | |
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| 250 | /// Flag indicating that bone assignments need to be recompiled |
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| 251 | bool mBoneAssignmentsOutOfDate; |
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| 252 | |
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| 253 | /// Type of vertex animation for dedicated vertex data (populated by Mesh) |
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| 254 | mutable VertexAnimationType mVertexAnimationType; |
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| 255 | |
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| 256 | |
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| 257 | /// Internal method for removing LOD data |
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| 258 | void removeLodLevels(void); |
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| 259 | |
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| 260 | |
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| 261 | |
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| 262 | }; |
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| 263 | |
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| 264 | } // namespace |
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| 265 | |
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| 266 | #endif |
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| 267 | |
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